02-02-2015, 10:06 AM | #1 |
Join Date: Dec 2013
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Modular Ability: Spirit Trapping
I apologize in advance, I have spent some time perusing the forums and internet for the answer to this question but am having difficulty finding an answer.
I am looking to make a shaman with the modular ability spirit trapping for the cost of 6+4/point for a total of 46 points (to hold a spirit with ten points of abilities). I would be looking to the spirit to cast spells for me. How does this work? Once I've captured the spirit with an appropriate ability do I simply command the spirit and something happens? Do I need to have a corresponding skill? If its a spell do I need to take the spirits FP or skill level with a spell into account? Sorry - this is a new concept for me and I'm having difficulty wrapping my brain around it.
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Keirnan Last edited by chronus; 02-02-2015 at 10:07 AM. Reason: bad math |
02-02-2015, 10:16 AM | #2 | |
Join Date: Jun 2006
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Re: Modular Ability: Spirit Trapping
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-- MA Lloyd |
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02-02-2015, 10:35 AM | #3 |
Join Date: Dec 2013
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Re: Modular Ability: Spirit Trapping
I see. So I don't think I missed anything, but how do you calculate the level of a spell? It doesn't specifically say anything such as to use prerequisite count or anything. Is each spell counted as an ability point?
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Keirnan |
02-02-2015, 10:48 AM | #4 | |
Join Date: Jun 2006
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Re: Modular Ability: Spirit Trapping
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Prerequistes work like they do for any other spell - so if you are using one of the versions requiring them, and you don't know them (and the spirit doesn't grant them or the perk to ignore them for this particular spell) you can't cast the spell even though it is loaded into the module. Of course if you are using some variant where prerequisite *counts* matter for anything (they don't in the standard rules), then it works like however spells do in whichever variant you are using.
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